Legacies of Veridocia: The Dark Dominion

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Previous Problems with Turn Order

In the Shining Force games, turn order has consisted of a simple premise: one character moves and acts at a time, and they do so in an order determined by agility plus some random factor. Forum games have been unable to fully replicate the system in a truly satisfying way, as the various turn order systems I’ve experienced make significant sacrifices to accommodate the play-by-post dynamic the games need. These sacrifices were as follows:

·       Rigidly sticking to the turn order forced players to post in a very specific order, and wait for the GM if monsters moved in between players.

Outcome: Unacceptably long time for rounds to resolve.

·       Removing the need for posting in turn order completely meant that players’ post order determined turn order instead, and all monsters moved together, after all players’ turns were resolved.

Outcome: Agility was meaningless, and bunching all of the monster actions together sometimes turned out too punishing for the players. Additionally, a lack of updates to enemy actions lead to ever-increasing player uncertainty when deciding what actions to take, since the result of previous player actions were left unresolved.

·       Splitting the turn into a fast and a slow phase blended the above two approaches. It limited fewer players from posting than the first method, and broke up the enemy actions, preventing all of the enemies from descending on the players all at once.

Outcome: Turns took a time somewhere between the two previous methods to resolve, the enemy onslaught was broken up a little, giving some breathing room to the player, and agility had some significance restored to it by way of prioritising faster players and monsters based on agility.

 

Simultaneous Motion System

None of the above methods quite worked at properly utilising agility and initiative whilst also keeping turn resolution times low. So, for Legacies of Veridocia: The Dark Dominion, a new method for resolving turns will be used (at least to start. If it turns out to be cack, we may have to rethink it)

 

The basic rule behind this method is thus: characters no longer move individually. By using an abstraction to simulate a more simultaneous form of movement, turns should flow more smoothly and quickly, whilst giving agility the importance it deserves.

Here is a small tutorial on how the system works. Using a small map and a few characters from old games that agreed to come out of retirement to assist me, I will walk through the basic mechanics of a turn using this new system.

 

Simultaneous Motion Tutorial

Fig 1

 

Figure 1 depicts a potential battle map. While some elements may change for the official game, the map will always have gridlines and labelled axes. The demonstration of the turn system will be carried out by two of my earlier characters. The one in grey with brown hair at P-8 is Flynt. The one with white hair at Q-8 is Alexis. The units with coloured backgrounds are bandits. The background colours are used to distinguish which unit you want to target when there are multiples of the same type of enemy. There are 8 of them:

·       Red

·       Orange

·       Yellow

·       Green

·       Blue

·       Indigo

·       Violet

·       Silver

For instance, if I were to move Alexis to square P-13, where I could attack either bandit, I might post something like ‘Move to P-13, attack Red Bandit’ to denote which one I wanted to hit.

 

With the basics of reading the map done, it’s now time to run through a turn using the new system. To do that, I need to assign some initiative scores. For simplicity in this tutorial, consider initiative and agility as the same thing.

·       Flynt is the fastest, with an agility of 8

·       Alexis is second fastest, with an agility of 6

·       The bandits are drunk, and all have an agility of 4

In previous systems, each unit would move one at a time. But in this system, the following are assumed:

1.   All units move simultaneously

2.   Attacks and other actions resolve in order of initiative, which is derived from agility

3.   You can always take action against your target at their starting location, even if they move from it.

4.   The abstraction of movement presumes that attacks or other actions occur at any point along a character’s movement path.

 

Sample Turn

The first step is for the GM to determine all enemy movements and actions first. He does not reveal them until the players have all posted theirs. This is to prevent player moves influencing the GM’s decisions, and vice versa.

Having done that, the players make their posts, and can do so in any order. Let’s say that Alexis’ player chooses to move to P-13 and attack the red bandit as described above. Then, Flynt’s player posts his move, stating that he will attack the bandit from Q-12.

The GM decided ahead of time that the red bandit would move to P-9 to attack Flynt, and the orange bandit, who only has 5 MOV, can’t reach a space that would allow him to attack, and is moved to Q-12. The other bandits are too busy getting drunk to fight.

 

All units are then moved to their respective locations in order to start resolving actions.

Fig 2

 

As you can (hopefully) see, the orange bandit has a little cross at the end of his movement trail. This is because both the orange bandit and Flynt stated the same square as their chosen destination. When a space is contested, the one with the highest initiative lays claim to it, and the slower unit must choose a new place to move to. In this case, Flynt is faster than the bandit, so he gets the square, and the GM chooses another square for the bandit to go to. He chooses Q-13. If it had been the other way around, and it was the bandit that claimed the square, the GM would quickly be able to tell the player that the square is invalid, and instruct them to make a new choice.

(Tactical Tip: If you so wish, you can choose an occupied square as your destination, whether friend or foe. So long as the original occupant moves, you can take the square. However, if they don’t, you will be informed to choose a new location, since you can’t contest a square that wasn’t free at the start of the turn. If the occupant moves and someone else tries to take it as well as you, you both contest the square as above.)

Despite Alexis’ player posting first, Flynt’s action resolves first due to his higher agility/initiative, and he stabs the red bandit.

Alexis’ action resolves second, and he also stabs the red bandit. It is entirely possible that their damage could kill the red bandit before its action resolves, and if this happened, its action would be cancelled.

In this case, we assume that the red bandit does not die, and moves to attack Flynt’s original position.

Orange bandit moves to Q-13 with a grumble.

Fig 3

 

Figure 3 shows the final positions. It might seem a little strange that the heroes and the red bandit ran past each other and dealt damage to one another given how Shining Force games don’t do this. But remember the rule of abstraction: it’s presumed that the characters and bandits charge at each other and strike their blows as they pass by one another. It may also seem like the orange bandit should have been able to do something to the two heroes now surrounding him. And the truth is he could have. Introducing:

 

The Marking System

A Mark is an alternative form of action that a character can choose to take instead of moving in the conventional way described above. Instead of posting your chosen co-ordinate and declaring your action, you simply declare one enemy unit to ‘mark’. This abstracts your character’s movement into a reactive response to the marked targets movements. It assumes that your character uses observation and guesswork to anticipate your mark’s final position, and intercept them.

Your own final position is taken out of your hands – if at least one of your available paths can reach and attack your mark’s final position, you will be automatically moved to an available location to attack from.

Why use a mark? Because there are certain benefits to be gained by doing so, depending on whether you are faster or slower than your target:

·       If you are slower than your target, marking them allows you to deal additional damage to them. Under normal circumstances, you take a damage penalty against faster characters based on the percentage difference in your relative agilities. This is down to another abstraction: you strike at your foe, only to barely reach their starting square in time - you deal a glancing blow. By marking your enemy, you instead gain this percentage as a bonus to your damage: you’ve watched and judged where they’ll end up, and charged in with all your effort to deliver a hefty wallop to them.

·       If you are faster than your target, marking them gives your character a boost to evade against your mark, based on the percentage difference in your relative agilities: you’ve got your eye on that slowpoke, and you’re ready for anything they might throw at you. The drawback is that because marking is a reactionary response, your action resolves later than normal, occurring just before your mark’s, owing to the fact that your normally-fast character must wait for the slower character to get on with it. This may allow enemies that would normally act after you to go ahead of you, so it’s not an ‘I win’ manoeuvre. Plan your marks carefully.

·       If two opposing units happen to mark each other, the benefits are nullified, but so are the drawbacks. The faster unit no longer has to wait longer for his action to happen, and the slower unit no longer takes a penalty to damage due to being slower. Like two magnets, the two characters move towards each other and meet in the middle, with the faster character expending the extra MOV in the case of an odd number of squares being between them.

 

Broken Marks – sometimes a mark is rendered invalid. The most common reason for a mark to become broken is that the target ends its movement beyond your attack range. Others might include your mark being killed earlier in the turn, a status effect preventing you from being able to move as far being inflicted on you before your action resolves, or the only valid position being taken by a faster unit than you.

Whatever the reason, if a mark ends up being broken, that character has effectively lost time. This will put the unit into a state of ‘Impatience’, which prevents them from using a mark on their next turn: they’re impatient that they waited around for nothing, so they don’t want to wait around any longer.

Broken marks could potentially be somewhat common. As such please follow the following golden rule:

 

Whenever you mark an enemy, ALWAYS:

1.         Include a d100 roll and a d26 roll (or whatever your variance die is) in case your mark triggers.

2.         include an alternative standard move in your post in case your mark breaks.

 

Marking with Magic

You can cast magic when marking someone. There are risks to this though. Since you don’t know where your target will end their turn, you may hit fewer targets with your AoE spells, and since you’re not in control of your final position either, clever enemies could draw you further away from your sturdier allies than you might be comfortable with. A mage isolated from her tank allies is easy prey. Fortunately, the bonuses associated with marking still apply.

(Tactical Tip: It is possible to also mark allies with healing or support magic. This is very useful to do if the force is on the move so that the healers can keep pace with their allies, or if your ally is not close enough to heal or buff at the start of your turn.)